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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /servers/visual/visual_server_raster.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
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+/*************************************************************************/
+/* visual_server_raster.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef VISUAL_SERVER_RASTER_H
+#define VISUAL_SERVER_RASTER_H
+
+
+#include "servers/visual_server.h"
+#include "servers/visual/rasterizer.h"
+#include "balloon_allocator.h"
+#include "octree.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+
+class VisualServerRaster : public VisualServer {
+
+
+ enum {
+
+ MAX_INSTANCE_CULL=8192,
+ MAX_INSTANCE_LIGHTS=4,
+ LIGHT_CACHE_DIRTY=-1,
+ MAX_LIGHTS_CULLED=256,
+ MAX_ROOM_CULL=32,
+ MAX_EXTERIOR_PORTALS=128,
+ INSTANCE_ROOMLESS_MASK=(1<<20)
+
+
+ };
+
+ struct Room {
+
+ bool occlude_exterior;
+ BSP_Tree bounds;
+ Room() { occlude_exterior=true; }
+ };
+
+
+ BalloonAllocator<> octree_allocator;
+
+ struct OctreeAllocator {
+
+ static BalloonAllocator<> *allocator;
+
+ _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
+ _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
+
+ };
+
+ struct Portal {
+
+ bool enabled;
+ float disable_distance;
+ Color disable_color;
+ float connect_range;
+ Vector<Point2> shape;
+ Rect2 bounds;
+
+ Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
+ };
+
+
+ struct Camera {
+
+ enum Type {
+ PERSPECTIVE,
+ ORTHOGONAL
+ };
+ Type type;
+ float fov;
+ float znear,zfar;
+ float size;
+ uint32_t visible_layers;
+ bool vaspect;
+ RID env;
+
+ Transform transform;
+
+ Camera() {
+
+ visible_layers=0xFFFFFFFF;
+ fov=60;
+ type=PERSPECTIVE;
+ znear=0.1; zfar=100;
+ size=1.0;
+ vaspect=false;
+
+ }
+ };
+
+
+ struct Instance;
+ typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
+ struct Scenario;
+
+ struct Instance {
+
+ enum {
+
+ MAX_LIGHTS=4
+ };
+
+ RID self;
+ OctreeElementID octree_id;
+ Scenario *scenario;
+ bool update;
+ bool update_aabb;
+ Instance *update_next;
+ InstanceType base_type;
+
+ RID base_rid;
+
+ AABB aabb;
+ AABB transformed_aabb;
+ uint32_t object_ID;
+ bool visible;
+ bool cast_shadows;
+ bool receive_shadows;
+ bool visible_in_all_rooms;
+ uint32_t layer_mask;
+ float draw_range_begin;
+ float draw_range_end;
+ float extra_margin;
+
+
+ Rasterizer::InstanceData data;
+
+
+ Set<Instance*> auto_rooms;
+ Set<Instance*> valid_auto_rooms;
+ Instance *room;
+ List<Instance*>::Element *RE;
+ bool exterior;
+
+ uint64_t last_render_pass;
+ uint64_t last_frame_pass;
+
+ uint64_t version; // changes to this, and changes to base increase version
+
+ InstanceSet lights;
+ bool light_cache_dirty;
+
+ struct RoomInfo {
+
+ Transform affine_inverse;
+ Room *room;
+ List<Instance*> owned_geometry_instances;
+ List<Instance*> owned_portal_instances;
+ List<Instance*> owned_room_instances;
+ List<Instance*> owned_light_instances; //not used, but just for the sake of it
+ Set<Instance*> disconnected_child_portals;
+ Set<Instance*> owned_autoroom_geometry;
+ uint64_t last_visited_pass;
+ RoomInfo() { last_visited_pass=0; }
+
+ };
+
+ struct PortalInfo {
+
+ Portal *portal;
+ Set<Instance*> candidate_set;
+ Instance *connected;
+ uint64_t last_visited_pass;
+
+ Plane plane_cache;
+ Vector<Vector3> transformed_point_cache;
+
+
+ PortalInfo() { connected=NULL; last_visited_pass=0;}
+ };
+
+ struct LightInfo {
+
+ RID instance;
+ int light_set_index;
+ uint64_t last_version;
+ uint64_t last_add_pass;
+ List<RID>::Element *D; // directional light in scenario
+ InstanceSet affected;
+ float dtc; //distance to camera, used for sorting
+
+
+ LightInfo() {
+
+ D=NULL;
+ light_set_index=-1;
+ last_add_pass=0;
+ }
+ };
+
+ struct ParticlesInfo {
+
+ RID instance;
+ };
+
+
+ RoomInfo *room_info;
+ LightInfo *light_info;
+ ParticlesInfo *particles_info;
+ PortalInfo * portal_info;
+
+
+ Instance() {
+ octree_id=0;
+ update_next=0;
+ object_ID=0;
+ last_render_pass=0;
+ last_frame_pass=0;
+ light_info=0;
+ particles_info=0;
+ update_next=NULL;
+ update=false;
+ visible=true;
+ cast_shadows=true;
+ receive_shadows=true;
+ data.depth_scale=false;
+ data.billboard=false;
+ data.billboard_y=false;
+ version=1;
+ room_info=NULL;
+ room=NULL;
+ RE=NULL;
+ portal_info=NULL;
+ exterior=false;
+ layer_mask=1;
+ draw_range_begin=0;
+ draw_range_end=0;
+ extra_margin=0;
+ visible_in_all_rooms=false;
+
+ light_cache_dirty=true;
+
+ }
+
+ ~Instance() {
+
+ if (light_info)
+ memdelete(light_info);
+ if (particles_info)
+ memdelete(particles_info);
+ if (room_info)
+ memdelete(room_info);
+ if (portal_info)
+ memdelete(portal_info);
+ };
+ };
+
+ struct _InstanceLightsort {
+
+ bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
+ };
+
+ struct Scenario {
+
+
+ ScenarioDebugMode debug;
+ RID self;
+ // well wtf, balloon allocator is slower?
+ typedef ::Octree<Instance,true> Octree;
+
+ Octree octree;
+
+ List<RID> directional_lights;
+ RID environment;
+
+ Instance *dirty_instances;
+
+ Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
+ };
+
+
+
+
+
+ struct CanvasItem {
+
+ struct Command {
+
+ enum Type {
+
+ TYPE_LINE,
+ TYPE_RECT,
+ TYPE_STYLE,
+ TYPE_PRIMITIVE,
+ TYPE_POLYGON,
+ TYPE_POLYGON_PTR,
+ TYPE_CIRCLE,
+ TYPE_TRANSFORM,
+ TYPE_BLEND_MODE,
+ TYPE_CLIP_IGNORE,
+ };
+
+ Type type;
+ };
+
+ struct CommandLine : public Command {
+
+ Point2 from,to;
+ Color color;
+ float width;
+ CommandLine() { type = TYPE_LINE; }
+ };
+
+ struct CommandRect : public Command {
+
+ Rect2 rect;
+ RID texture;
+ Color modulate;
+ Rect2 source;
+ uint8_t flags;
+
+ CommandRect() { flags=0; type = TYPE_RECT; }
+ };
+
+ struct CommandStyle : public Command {
+
+ Rect2 rect;
+ RID texture;
+ float margin[4];
+ float draw_center;
+ Color color;
+ CommandStyle() { draw_center=true; type = TYPE_STYLE; }
+ };
+
+ struct CommandPrimitive : public Command {
+
+ Vector<Point2> points;
+ Vector<Point2> uvs;
+ Vector<Color> colors;
+ RID texture;
+ float width;
+
+ CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;}
+ };
+
+ struct CommandPolygon : public Command {
+
+ Vector<int> indices;
+ Vector<Point2> points;
+ Vector<Point2> uvs;
+ Vector<Color> colors;
+ RID texture;
+ int count;
+
+ CommandPolygon() { type = TYPE_POLYGON; count = 0; }
+ };
+
+ struct CommandPolygonPtr : public Command {
+
+ const int* indices;
+ const Point2* points;
+ const Point2* uvs;
+ const Color* colors;
+ RID texture;
+ int count;
+
+ CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; }
+ };
+
+ struct CommandCircle : public Command {
+
+ Point2 pos;
+ float radius;
+ Color color;
+ CommandCircle() { type = TYPE_CIRCLE; }
+ };
+
+ struct CommandTransform : public Command {
+
+ Matrix32 xform;
+ CommandTransform() { type = TYPE_TRANSFORM; }
+ };
+
+ struct CommandBlendMode : public Command {
+
+ MaterialBlendMode blend_mode;
+ CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = MATERIAL_BLEND_MODE_MIX; };
+ };
+ struct CommandClipIgnore : public Command {
+
+ bool ignore;
+ CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; };
+ };
+
+ RID parent; // canvas it belongs to
+ List<CanvasItem*>::Element *E;
+ Matrix32 xform;
+ bool clip;
+ bool visible;
+ bool ontop;
+ float opacity;
+ float self_opacity;
+ MaterialBlendMode blend_mode;
+ RID viewport;
+
+ mutable bool custom_rect;
+ mutable bool rect_dirty;
+ mutable Rect2 rect;
+
+ Vector<Command*> commands;
+ Vector<CanvasItem*> child_items;
+
+ const Rect2& get_rect() const;
+ void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true;};
+ CanvasItem() { clip=false; E=NULL; opacity=1; self_opacity=1; blend_mode=MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; }
+ ~CanvasItem() { clear(); }
+ };
+
+
+
+ struct Canvas {
+
+ Set<RID> viewports;
+ struct ChildItem {
+
+ Point2 mirror;
+ CanvasItem *item;
+ };
+
+
+ Vector<ChildItem> child_items;
+
+ int find_item(CanvasItem *p_item) {
+ for(int i=0;i<child_items.size();i++) {
+ if (child_items[i].item==p_item)
+ return i;
+ }
+ return -1;
+ }
+ void erase_item(CanvasItem *p_item) {
+ int idx=find_item(p_item);
+ if (idx>=0)
+ child_items.remove(idx);
+ }
+
+ Canvas() { }
+
+ };
+
+
+
+ struct Viewport {
+
+ RID self;
+ RID parent;
+
+ VisualServer::ViewportRect rect;
+ RID camera;
+ RID scenario;
+ RID viewport_data;
+
+ RenderTargetUpdateMode render_target_update_mode;
+ RID render_target;
+ RID render_target_texture;
+
+ bool hide_scenario;
+ bool hide_canvas;
+ bool transparent_bg;
+
+ bool queue_capture;
+ Image capture;
+
+ bool rendered_in_prev_frame;
+
+ struct CanvasKey {
+
+ int layer;
+ RID canvas;
+ bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
+ CanvasKey() { layer=0; }
+ CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
+ };
+
+ struct CanvasData {
+
+ Canvas *canvas;
+ Matrix32 transform;
+ int layer;
+ };
+
+ Matrix32 global_transform;
+
+ Map<RID,CanvasData> canvas_map;
+
+ SelfList<Viewport> update_list;
+
+ Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false;}
+ };
+
+ SelfList<Viewport>::List viewport_update_list;
+
+ Map<RID,int> screen_viewports;
+
+ struct CullRange {
+
+ Plane nearp;
+ float min,max;
+ float z_near,z_far;
+
+ void add_aabb(const AABB& p_aabb) {
+
+
+ }
+ };
+
+ struct Cursor {
+
+ Point2 pos;
+ float rot;
+ RID texture;
+ Point2 center;
+ bool visible;
+ Cursor() {
+
+ rot = 0;
+ visible = false;
+ };
+ };
+
+ Rect2 canvas_clip;
+ Color clear_color;
+ Cursor cursors[MAX_CURSORS];
+ RID default_cursor_texture;
+
+ static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
+ static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
+
+ Instance *instance_cull_result[MAX_INSTANCE_CULL];
+ Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
+ Instance *light_cull_result[MAX_LIGHTS_CULLED];
+ int light_cull_count;
+
+ Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
+ int exterior_portal_cull_count;
+ bool exterior_visited;
+
+ Instance *room_cull_result[MAX_ROOM_CULL];
+ int room_cull_count;
+ bool room_cull_enabled;
+ bool light_discard_enabled;
+ bool shadows_enabled;
+ int black_margin[4];
+
+ Vector<Vector3> aabb_random_points;
+ Vector<Vector3> transformed_aabb_random_points;
+
+ void _instance_validate_autorooms(Instance *p_geometry);
+
+ void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
+ void _portal_attempt_connect(Instance *p_portal);
+ void _dependency_queue_update(RID p_rid,bool p_update_aabb=false);
+ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false);
+ void _update_instances();
+ void _update_instance_aabb(Instance *p_instance);
+ void _update_instance(Instance *p_instance);
+ void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
+ void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
+
+ Instance *instance_update_list;
+
+ //RID default_scenario;
+ //RID default_viewport;
+
+ RID test_cube;
+
+
+ mutable RID_Owner<Room> room_owner;
+ mutable RID_Owner<Portal> portal_owner;
+
+ mutable RID_Owner<Camera> camera_owner;
+ mutable RID_Owner<Viewport> viewport_owner;
+
+ mutable RID_Owner<Scenario> scenario_owner;
+ mutable RID_Owner<Instance> instance_owner;
+
+ mutable RID_Owner<Canvas> canvas_owner;
+ mutable RID_Owner<CanvasItem> canvas_item_owner;
+
+ Map< RID, Set<RID> > instance_dependency_map;
+
+
+ ViewportRect viewport_rect;
+ _FORCE_INLINE_ void _instance_draw(Instance *p_instance);
+
+ bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
+ void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
+ void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
+ void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
+ void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect,float p_opacity);
+ void _render_canvas(Canvas *p_canvas,const Matrix32 &p_transform);
+ Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
+ Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
+
+ void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
+ void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
+
+ void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
+
+ uint64_t render_pass;
+ int changes;
+ bool draw_extra_frame;
+
+ void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
+ void _draw_viewports();
+ void _draw_cursors_and_margins();
+
+
+ Rasterizer *rasterizer;
+public:
+
+ virtual RID texture_create();
+ virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
+ virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
+ virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
+ virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
+ virtual uint32_t texture_get_flags(RID p_texture) const;
+ virtual Image::Format texture_get_format(RID p_texture) const;
+ virtual uint32_t texture_get_width(RID p_texture) const;
+ virtual uint32_t texture_get_height(RID p_texture) const;
+ virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
+ virtual bool texture_can_stream(RID p_texture) const;
+ virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
+
+
+ /* SHADER API */
+
+ virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL);
+
+ virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
+ virtual ShaderMode shader_get_mode(RID p_shader) const;
+
+ virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
+ virtual String shader_get_vertex_code(RID p_shader) const;
+ virtual String shader_get_fragment_code(RID p_shader) const;
+
+ virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
+
+ /* COMMON MATERIAL API */
+
+ virtual RID material_create();
+
+ virtual void material_set_shader(RID p_shader_material, RID p_shader);
+ virtual RID material_get_shader(RID p_shader_material) const;
+
+ virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
+ virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
+
+ virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
+ virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
+
+ virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled);
+ virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const;
+
+ virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model);
+ virtual MaterialShadeModel material_get_shade_model(RID p_material) const;
+
+ virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
+ virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
+
+ virtual void material_set_line_width(RID p_material,float p_line_width);
+ virtual float material_get_line_width(RID p_material) const;
+
+ /* FIXED MATERIAL */
+
+
+ virtual RID fixed_material_create();
+
+ virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled);
+ virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const;
+
+ virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value);
+ virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const;
+
+ virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
+ virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
+
+ virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode);
+ virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
+
+
+ virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
+ virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
+
+ virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
+ virtual Transform fixed_material_get_uv_transform(RID p_material) const;
+
+ virtual void fixed_material_set_point_size(RID p_material,float p_size);
+ virtual float fixed_material_get_point_size(RID p_material) const;
+
+ /* SURFACE API */
+ virtual RID mesh_create();
+
+ virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
+ virtual int mesh_get_morph_target_count(RID p_mesh) const;
+
+ virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
+ virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
+
+ virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way
+
+ virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
+ virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
+ virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
+
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
+
+ virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
+ virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
+ virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
+ virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
+
+ virtual void mesh_remove_surface(RID p_mesh,int p_index);
+ virtual int mesh_get_surface_count(RID p_mesh) const;
+
+
+ /* MULTIMESH API */
+
+ virtual RID multimesh_create();
+ virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
+ virtual int multimesh_get_instance_count(RID p_multimesh) const;
+
+ virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
+ virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
+ virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
+ virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
+
+ virtual RID multimesh_get_mesh(RID p_multimesh) const;
+ virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const;
+ virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
+ virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
+
+ virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
+ virtual int multimesh_get_visible_instances(RID p_multimesh) const;
+
+
+ /* PARTICLES API */
+
+ virtual RID particles_create();
+
+ virtual void particles_set_amount(RID p_particles, int p_amount);
+ virtual int particles_get_amount(RID p_particles) const;
+
+ virtual void particles_set_emitting(RID p_particles, bool p_emitting);
+ virtual bool particles_is_emitting(RID p_particles) const;
+
+ virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
+ virtual AABB particles_get_visibility_aabb(RID p_particles) const;
+
+ virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
+ virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
+
+ virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
+ virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
+
+ virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
+ virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
+
+ virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
+ virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
+
+ virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value);
+ virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const;
+
+ virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness);
+ virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const;
+
+ virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
+ virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
+
+ virtual void particles_set_color_phases(RID p_particles, int p_phases);
+ virtual int particles_get_color_phases(RID p_particles) const;
+
+ virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
+ virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
+
+ virtual void particles_set_attractors(RID p_particles, int p_attractors);
+ virtual int particles_get_attractors(RID p_particles) const;
+
+ virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
+ virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
+
+ virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
+ virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
+
+ virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
+ virtual RID particles_get_material(RID p_particles) const;
+
+ virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
+ virtual bool particles_has_height_from_velocity(RID p_particles) const;
+
+ virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
+ virtual bool particles_is_using_local_coordinates(RID p_particles) const;
+
+
+ /* Light API */
+
+ virtual RID light_create(LightType p_type);
+ virtual LightType light_get_type(RID p_light) const;
+
+ virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color);
+ virtual Color light_get_color(RID p_light,LightColor p_type) const;
+
+
+ virtual void light_set_shadow(RID p_light,bool p_enabled);
+ virtual bool light_has_shadow(RID p_light) const;
+
+ virtual void light_set_volumetric(RID p_light,bool p_enabled);
+ virtual bool light_is_volumetric(RID p_light) const;
+
+ virtual void light_set_projector(RID p_light,RID p_texture);
+ virtual RID light_get_projector(RID p_light) const;
+
+ virtual void light_set_param(RID p_light, LightParam p_var, float p_value);
+ virtual float light_get_param(RID p_light, LightParam p_var) const;
+
+ virtual void light_set_operator(RID p_light,LightOp p_op);
+ virtual LightOp light_get_operator(RID p_light) const;
+
+ virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode);
+ virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
+
+ virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
+ virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
+ virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value);
+ virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const;
+
+
+ /* SKELETON API */
+
+ virtual RID skeleton_create();
+ virtual void skeleton_resize(RID p_skeleton,int p_bones);
+ virtual int skeleton_get_bone_count(RID p_skeleton) const;
+ virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
+ virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
+
+ /* ROOM API */
+
+ virtual RID room_create();
+ virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds);
+ virtual BSP_Tree room_get_bounds(RID p_room) const;
+
+ /* PORTAL API */
+
+ virtual RID portal_create();
+ virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
+ virtual Vector<Point2> portal_get_shape(RID p_portal) const;
+ virtual void portal_set_enabled(RID p_portal, bool p_enabled);
+ virtual bool portal_is_enabled(RID p_portal) const;
+ virtual void portal_set_disable_distance(RID p_portal, float p_distance);
+ virtual float portal_get_disable_distance(RID p_portal) const;
+ virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
+ virtual Color portal_get_disabled_color(RID p_portal) const;
+ virtual void portal_set_connect_range(RID p_portal, float p_range);
+ virtual float portal_get_connect_range(RID p_portal) const;
+
+
+
+ /* CAMERA API */
+
+ virtual RID camera_create();
+ virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
+ virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
+ virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
+
+ virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers);
+ virtual uint32_t camera_get_visible_layers(RID p_camera) const;
+
+ virtual void camera_set_environment(RID p_camera,RID p_env);
+ virtual RID camera_get_environment(RID p_camera) const;
+
+ virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
+ virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const;
+
+ /* VIEWPORT API */
+
+ virtual RID viewport_create();
+
+ virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0);
+ virtual void viewport_detach(RID p_viewport);
+
+ virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable);
+ virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode);
+ virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const;
+ virtual RID viewport_get_render_target_texture(RID p_viewport) const;
+
+ virtual void viewport_queue_screen_capture(RID p_viewport);
+ virtual Image viewport_get_screen_capture(RID p_viewport) const;
+
+ virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect);
+ virtual ViewportRect viewport_get_rect(RID p_viewport) const;
+
+ virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
+ virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
+ virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
+ virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
+
+ virtual RID viewport_get_attached_camera(RID p_viewport) const;
+ virtual RID viewport_get_scenario(RID p_viewport) const;
+ virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
+ virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
+ virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
+ virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const;
+ virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
+ virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const;
+ virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
+ virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
+ virtual bool viewport_has_transparent_background(RID p_viewport) const;
+
+
+ /* ENVIRONMENT API */
+
+ virtual RID environment_create();
+
+ virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
+ virtual EnvironmentBG environment_get_background(RID p_env) const;
+
+ virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value);
+ virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const;
+
+ virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled);
+ virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const;
+
+
+ virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param);
+ virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const;
+
+
+ /* SCENARIO API */
+
+ virtual RID scenario_create();
+
+ virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
+ virtual void scenario_set_environment(RID p_scenario, RID p_environment);
+ virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
+
+
+ /* INSTANCING API */
+
+ virtual RID instance_create();
+
+ virtual void instance_set_base(RID p_instance, RID p_base);
+ virtual RID instance_get_base(RID p_instance) const;
+
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario);
+ virtual RID instance_get_scenario(RID p_instance) const;
+
+ virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
+ virtual uint32_t instance_get_layer_mask(RID p_instance) const;
+
+ virtual AABB instance_get_base_aabb(RID p_instance) const;
+
+ virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID);
+ virtual uint32_t instance_get_object_instance_ID(RID p_instance) const;
+
+ virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
+ virtual RID instance_get_skeleton(RID p_instance) const;
+
+ virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
+ virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const;
+
+ virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
+ virtual Transform instance_get_transform(RID p_instance) const;
+
+ virtual void instance_set_exterior( RID p_instance, bool p_enabled );
+ virtual bool instance_is_exterior( RID p_instance) const;
+
+ virtual void instance_set_room( RID p_instance, RID p_room );
+ virtual RID instance_get_room( RID p_instance ) const ;
+
+ virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
+ virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const;
+
+ virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
+ virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
+ virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
+
+ virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
+ virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const;
+
+ virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
+ virtual RID instance_geometry_get_material_override(RID p_instance) const;
+
+ virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max);
+ virtual float instance_geometry_get_draw_range_max(RID p_instance) const;
+ virtual float instance_geometry_get_draw_range_min(RID p_instance) const;
+
+ /* CANVAS (2D) */
+
+ virtual RID canvas_create();
+ virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
+ virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const;
+
+ virtual RID canvas_item_create();
+
+ virtual void canvas_item_set_parent(RID p_item,RID p_parent_item);
+ virtual RID canvas_item_get_parent(RID p_canvas_item) const;
+
+ virtual void canvas_item_set_visible(RID p_item,bool p_visible);
+ virtual bool canvas_item_is_visible(RID p_item) const;
+
+ virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend);
+
+
+ //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect);
+ virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
+ virtual void canvas_item_set_clip(RID p_item, bool p_clip);
+ virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
+ virtual void canvas_item_set_opacity(RID p_item, float p_opacity);
+ virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const;
+ virtual void canvas_item_set_on_top(RID p_item, bool p_on_top);
+ virtual bool canvas_item_is_on_top(RID p_item) const;
+
+ virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity);
+ virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const;
+
+ virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport);
+
+ virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0);
+ virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
+ virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
+ virtual void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1));
+ virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1));
+ virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
+ virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0);
+ virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID());
+ virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1);
+ virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID());
+ virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
+ virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend);
+ virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
+
+ virtual void canvas_item_clear(RID p_item);
+ virtual void canvas_item_raise(RID p_item);
+
+ /* CURSOR */
+ virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
+ virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0);
+ virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
+ virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
+
+ /* BLACK BARS */
+
+ virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
+
+ /* FREE */
+
+ virtual void free( RID p_rid );
+
+ /* CUSTOM SHADE MODEL */
+
+ virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
+ virtual RID custom_shade_model_get_shader(int p_model) const;
+ virtual void custom_shade_model_set_name(int p_model, const String& p_name);
+ virtual String custom_shade_model_get_name(int p_model) const;
+ virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
+ virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
+
+ /* EVENT QUEUING */
+
+ virtual void draw();
+ virtual void flush();
+
+ virtual void init();
+ virtual void finish();
+
+ virtual bool has_changed() const;
+
+ /* RENDER INFO */
+
+ virtual int get_render_info(RenderInfo p_info);
+ virtual bool has_feature(Features p_feature) const;
+
+ RID get_test_cube();
+
+ virtual void set_boot_image(const Image& p_image, const Color& p_color);
+ virtual void set_default_clear_color(const Color& p_color);
+
+ VisualServerRaster(Rasterizer *p_rasterizer);
+ ~VisualServerRaster();
+
+};
+
+#endif